[hlcoders] Full body animation

2001-12-07 Thread Georges Giroux
Hello, Does anyone know which flags have to be set for a full body animation (like the death animations)? If I don't set the pev-deadflag to something other than DEAD_NO, my animation is only played by the player's top half. Basically, my animation has the player kneel down, so I can't

Re: [hlcoders] Full body animation

2001-12-07 Thread botman
Does anyone know which flags have to be set for a full body animation (like the death animations)? If I don't set the pev-deadflag to something other than DEAD_NO, my animation is only played by the player's top half. Basically, my animation has the player kneel down, so I can't separate it

Re: [hlcoders] Full body animation

2001-12-07 Thread Georges Giroux
I've set pev-deadflags to another value I've added (since in think function it checks if pev-deadflag = DEAD_DYING), and my own think function. What I am wondering is which flag determines that the animation sequence in pev-sequence will be for the whole body or just the upper body (and

Re: [hlcoders] Joystick Fun

2001-12-07 Thread botman
Okay, i think you may have mis-understood (or maybe me). I need to code on that dial somehow and I don't know where to start since the data input style is different than a key. -Lak Look through the code. The joystick code (IN_ReadJoystick) uses joyGetPosEx (see the MSDN info for details)

Re: [hlcoders] Full body animation

2001-12-07 Thread omega
its not even that. remove any L# tags from the animation line. LX/LY = motion extraction aka: gait. if a sequence doesnt have that, when its being called, the active gaitsequence doesnt have any effect because the primary overrides it (look at swimming/treading water/hover/jump/longjump etc.)

RE: [hlcoders] Full body animation

2001-12-07 Thread Ken Birdwell
Just set the players pev-gaitsequence to 0 and nothing will play on the lower body. Look at case statement for ACT_HOP, ACT_DIESIMPLE, etc. in CBasePlayer::SetAnimation() for examples. Those are all full body animations. -Original Message-From: Georges Giroux [mailto:[EMAIL

Re: [hlcoders] Joystick Fun

2001-12-07 Thread Nathan Taylor
Hmm maybe I am not makign sense. Look here: http://www.microsoft.com/hardware/sidewinder/_graphics/Devices/prec2/prec2-Mains-02-02.jpgsee the grey nob thing on the left of the stick? Mine is similar to that but just flat. Anyway that controls speed in Flight Sim, can I make that control speed in

RE: [hlcoders] Joystick Fun

2001-12-07 Thread Simon Street
The throttle, usually the z axis. Thats all I can add to this conversation Have fun -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Nathan Taylor Sent: 07 December 2001 23:06 To: HLCoders Subject: Re: [hlcoders] Joystick Fun Hmm maybe I am not makign

Re: [hlcoders] Joystick Fun

2001-12-07 Thread Nathan Taylor
Thanks :) - Original Message - From: Simon Street Sent: Friday, December 07, 2001 7:46 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Joystick Fun The throttle, usually the z axis.Thats all I can add to this conversationHave fun-Original Message-From: [EMAIL

Re: [hlcoders] Joystick Fun

2001-12-07 Thread Reedbeta
If I remember correctly in your original description you described this dial thingy as being capable of modifying the range of the joystick itself? IE, set the dial at one end and you get fine control and at the other end you get coarse control? If so, the mechanism is probably built into the

[hlcoders] Bone controller

2001-12-07 Thread Jonah Sherman
i was trying to learn how to use the bone controller...but i had no luck :( I added this to my ClientCommand() function: else if(FStrEq(pcmd,bset)) { char *a1=(char*)CMD_ARGV(1),*a2=(char*)CMD_ARGV(2); if(!a1||!a2) return; int cont=atoi(a1); float val=atof(a2);